Pass objptridx_t to collide_weapon_and_wall

This commit is contained in:
Kp 2014-01-11 23:09:20 +00:00
parent 1c7f58b448
commit f79aebed51

View file

@ -687,7 +687,7 @@ int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, i
// int Show_seg_and_side = 0;
static void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
static void collide_weapon_and_wall( objptridx_t weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
{
segment *seg = &Segments[hitseg];
int blew_up;
@ -837,7 +837,7 @@ static void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg
if ( Weapon_info[get_weapon_id(weapon)].damage_radius ) {
digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon-Objects, 0, F1_0);
digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon, 0, F1_0);
// MK: 09/13/95: Badass in water is 1/2 normal intensity.
object_create_badass_explosion( weapon, hitseg, hitpt,